Month: May 2018

For all kickstarter and backerkit backers with that as a reward, you should have an email now with the link to download it, or you can log in here to download it: https://aiwar2.backerkit.com/

For everybody else, these tracks are now a part of the game in general and something you get to enjoy as you play. I’m super thrilled with how Pablo did this soundtrack, and it’s absolutely a huge one when you combine in the various returning tracks from Classic, the unused Stars Beyond Reach tracks that are being used in this game, and then of course the new compositions.

On an unrelated note, the bloom style and levels have been adjusted. Various folks requested this, and it was bugging me, too, but getting just the right algorithm and getting it tuned just right so that it’s there, but not overwhelming –and also not flickery with fast motion — can be a tall order. Fortunately I think I finally have a solution in place, although some specific emissive objects might need their emission levels adjusted either up or down.

Repeating myself from last release, and probably for the next few releases: behind the scenes Keith is still working away on the first wave of the pivot. None of that is in this release, but it’s coming along. 🙂

As a reminder, we’re running a deep discount on the original AI War and its expansions. If you don’t already have that game, now’s a super good time to pick it up. If you haven’t got the sequel yet (via kickstarter/backerkit), then now is also a super good time to wishlist the sequel. If you wishlist it, you’ll be notified when it goes to Early Access and when it goes to 1.0.

Not sure why I went with a Dexter reference, but the new Dark Spire faction certainly are murderous. Thanks once again goes to Badger for implementing yet another faction into the game. Holy smokes this guy is on fire. The Dark Spire are a bit more involved this time around, which is quite fun.

On my end, I’ve mostly been working on optimizing how the game loads, including pretty much halving the startup time as well as giving you visual feedback on what is going on instead of the application seeming to be hung. This makes development and testing faster on our end, and gives a much better first impression for anyone coming to the game fresh, so I figured I’d go ahead and knock that out now.

Repeating myself from last release, and probably for the next few releases: behind the scenes Keith is still working away on the first wave of the pivot. None of that is in this release, but it’s coming along. 🙂

As a reminder, we’re running a deep discount on the original AI War and its expansions. If you don’t already have that game, now’s a super good time to pick it up. If you haven’t got the sequel yet (via kickstarter/backerkit), then now is also a super good time to wishlist the sequel. If you wishlist it, you’ll be notified when it goes to Early Access and when it goes to 1.0.